Vreeg

Fausto Paolo's page

1 post. Alias of DeJoker.


About Fausto Paolo

Race: Deep One Hybrid
Type: Humanoid (Human, Deep One)
Gendr: Male
Align: Chaotic Good
Class: Void Seer
Level: 1st

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Statistics
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Str: 12(+1) .... Dex: 12(+1) ... Wis: 17(+3)
Con: 15(+2) ... Int: 9(-1) ....... Cha: 7(-2)

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Offense
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Init: +1 ... Speed: 20 ft ... Swim: 30 ft
BAB: +0 ... CMB: +1 ... CMD: 12
Melee: +1 ... Range: +1

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Defense
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AC: 10 ... T: 10 ... FF: 10 (Dex +1, Armor +0)
HD: d8 ... HP: 11

Fort: +4 ... Rflx: +1 ... Will: +5
....... Luck Bonus +1 to All Saves

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Traits and Feats:
Fate Favored (Faith): The fates watch over them. Whenever they are under the effect of a Luck Bonus of any kind, that bonus increases by 1.

Family Heirloom (Equipment): They carry a Legacy Item (a Signet Ring) that is linked to their family that has been passed down from generation to generation (they must pay the standard cost for the item). When they select this Trait, they work out with the GM what the minor immediate benefits are but they should be nothing more than what a Trait or Racial ability would normally supply. Signet Ring:

Finding One's Kin (Campaign): See Backstory for details. There 1st-Level Class is now their Favored Class, and their dedication to it is such that every time they take a level in this class, they gains +1 Hit Point and 1 additional Skill Point over and above what they would normally gain. Now if additional PCs take this trait, they should be siblings or somehow connected to the character being sought and they were all protected and raised by them.

Shark Eyes (Drawback): Their eyes resemble the round cold unblinking lifeless eyes of a shark, and beasts cannot abide their presence. They take a -2 Penalty on Handle Animal and Ride checks. Also, people cannot help but stare, and they always remember them once they have seen them and they take a -4 penalty on Disguise checks.

Vestigial Gills (Drawback): They possess gills which grant them no ability to breath in water but they do make it harder for them to catch their breath. When they are Fatigued, it takes 12 hours of complete rest to recover. If Exhausted, it takes them 2 hours of complete rest to become Fatigued.


Gear:
Nodachi
Nine-Section Whip
Dagger
Short Composite
Quiver w/Arrows 20/20
.
Leather Lamella
Traveller Outift (Boots, Breeches, Sturdy Belt, Shirt, Vest, Cloak w/Hood)
Belt Pouch w/33 gp

Backpack
Bedroll
Clay Mug
Fish Hook x2
Flint-n-Steel
Sewing Needle
Signal Whistle
String (50 ft)
Thread (50 ft)
Whetstone
Trail Rations (7 days)
Waterskin


Skills:
*Armor Check Penalty ... #Must be Trained ... @Background Skill

+1 Acrobatics* .................... Dex(+1) ... CS ...
-1 Appraise@ ...................... Int(-1) ....... CS ...
-2 Bluff ................................ Cha(-2) ......
+1 Climb* ........................... Str(+1) ....... CS ...
-2 Diplomacy ..................... Cha(-2) ....... CS ...
-- Disable Device*# ........... Dex(+1) ......
-2 Disguise ......................... Cha(-2) ..........
+1 Escape Artist* .............. Dex(+1) ..........
+1 Fly* ................................ Dex(+1) ..........
-- Handle Animals#@ ....... Cha(-2) ..........
+3 Heal ............................... Wis(+3) ... CS ...
-2 Intimidate ...................... Cha(-2) ..........
-- Legerdemain*#@ .......... Dex(+1) ..........
-1 Linguistics#@ ................ Int(-1) ... CS ...
+3 Perception .................... Wis(+3) ... CS ...
+1 Ride ............................... Dex(+1) ..........
+3 Sense Motive ............... Wis(+3) ... CS ...
+3 Spell Craft# .................. Int(-1) ... CS ... Rnk 1
+1 Stealth* ........................ Dex(+1) ... CS ...
+3 Survival ......................... Wis(+3) ... CS ...
+1 Swim* ........................... Str(+1) ... CS ...
+2 Use Magic Item# ......... Cha(-2) ... CS ... Rnk 1

Knowledge#
-- Arcana ................ Int(-1) ... CS ...
-- Dungeons .......... Int(-1) ... CS ...
-- Engineer@ ......... Int(-1) ... CS ...
-- Geography@ ..... Int(-1) ... CS ...
-- History@ ............ Int(-1) ... CS ...
-- Local ................... Int(-1) ... CS ...
-- Nature ................ Int(-1) ... CS ...
-- Nobility@ ........... Int(-1) ... CS ...
-- Planar ................. Int(-1) ... CS ...
+3 Religion ............ Int(-1) ... CS ... Rnk 1

-1 Craft@ [ ] .................... Int(-1) ...... CS ...
-2 Perform@ [ ] .............. Cha(-2) .... CS ...
-- Profession#@ [ ] ......... Wis(+3) ... CS ...


Class Features:
Bonus Languages: Their bonus language options include Celestial, Abyssal, and Infernal (the languages of Good, Chaotic Evil, and Lawful Evil Outsiders, respectively). These choices are in addition to the Bonus Languages available to the character because of their race.

Aura (Ex): They have a particularly powerful aura corresponding to the alignment of their deity (see the Detect Evil spell for details).

Channel Energy (Su): They can release a wave of energy by Channeling the power of their faith through their holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. They channel Positive Energy and can choose to deal damage to Undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either Undead or living) in a 30-foot radius centered on the Cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from Channeled Energy receive a Will Save to halve the damage. The DC of this Save is equal to 10 + 1/2 their level + Charisma Modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total and all excess healing is lost. A Cleric may Channel Energy a number of times per day equal to 3 + their Charisma Modifier. This is a Standard Action that does not provoke an Attack of Opportunity. They can choose whether or not to include themselves in this effect. They must be able to present their holy symbol to use this ability.

Domains: They choose two Domains from among those belonging to their Deity. They can select an alignment domain (Chaos, Evil, Good, or Law) only if their alignment matches that domain. Each Domain grants a number of Domain Powers, dependent upon their level, as well as a number of Bonus Spells. They gain one domain spell Slot for each level of Cleric Spell they can cast, from 1st on up. Each day, they can prepare one of the spells from their two Domains in that Slot. If a Domain Spell is not on their Cleric Spell List, they can prepare it only in their Domain Spell Slot. Domain spells cannot be used to cast spells spontaneously. In addition, they gain the listed powers from both of their Domains, if they are of a high enough level. Unless otherwise noted, activating a Domain Power is a Standard Action.

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Domain: Liberation: They are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): They have the ability to ignore impediments to their mobility. For a number of rounds per day equal to their level, they can move normally regardless of magical effects that impede movement, as if they were affected by the Freedom of Movement spell. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th-Level, they can emit a 30-foot aura of Freedom for a number of rounds per day equal to their level. Allies within this aura are not affected by the Confused, Grappled, Frightened, Panicked, Paralyzed, Pinned, or Shaken Conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st - Liberating Command, 2nd - Remove Paralysis, 3rd - Remove Curse, 4th - Freedom of Movement, 5th - Break Enchantment, 6th - Greater Dispel Magic, 7th - Refuge, 8th - Mind Blank, 9th - Freedom

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Domain: Luck: They are infused with luck, and their mere presence can spread good fortune.

Bit of Luck (Sp): They can touch a willing creature as a Standard Action, giving it a bit of luck. For the next round, any time the target rolls a d20, they may roll twice and take the more favorable result. They can use this ability a number of times per day equal to 3 + Wisdom Modifier.

Fortune (Su): They can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing them to reroll (roll twice) any Attack roll, Save, Ability check, or Skill check, taking the better result. They must decide to use this ability before the the first roll is made. At 8th-Level and 16th-Level, the duration of this ability is extended by 1 round. Once a creature has benefited from this ability, it cannot benefit from it again for 24 hours.

Tugging Strands (Su): At 8th-Level, they can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. They can use this ability once per day at 8th-Level, and one additional time per day for every 6 levels beyond 8th (14th, 20th).

Domain Spells: 1st - True Strike, 2nd - Aid or Augry, 3rd - Harrowing (modified), 4th - Bit of Luck, 5th - Grand Destiny, 6th - Greater Harrowing, 7th - Limited Wish, 8th - Moment of Prescience, 9th - Wish

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Orisons: They can prepare a number of Orisons, or 0-level spells, each day, as noted on their Class Advancement Table. These spells are cast like any other spell, but they are not expended when cast and may be used again. In addition, they receive Bonus Orisons per day if they have a high Wisdom score (12-17 +1, 18-25 +2)

Spell Casting: They casts Divine Spells which are drawn from the Cleric Spell List. However, they cannot cast spells of an alignment opposed to their own or that of their deity. Spells associated with particular alignments are indicated by the Chaotic, Evil, Good, and Lawful descriptors in their spell descriptions. They must choose and prepare their spells in advance. To prepare or cast a spell, they must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a Saves against their spells is 10 + the spell level + Wisdom modifier. Like other spell casters, they can cast only a certain number of spells of each spell level per day. Their base daily Spell Slots are given on their Class Advancement Table. In addition, they receive bonus spells per day if they have a high Wisdom score. They meditate or pray for their spells. They must choose a time when they must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. They may prepare and cast any spell on the Cleric Spell List, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.

Spontaneous Casting: They can channel stored spell energy into Healing spells that they did not prepare ahead of time. They can use any prepared spell that is not an Orison or Domain Spell in order to cast any Cure Spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). They can also cast Breath of Life using any 5th-Level spell or higher.


Background Story:
He never knew his parents as they died when they were still but a very young child. They were, however, taken in and raised by their aunt Cardoña who took care of and protected them. One could say that they not only owed just their life but also their sanity to her. For as far back as they can remember their aunt Cardoña was always a part of their life, and although her temper often kept her from making friends or keeping a solid job, she was always kind and understanding to them. Further she was instrumental in making sure that they were educated in the ways of their parents. Still recently, she had been growing strangely morose and depressed. The two of them usually did keep secrets from one another, but whatever had been bothering her was not something she shared with them. Then one night, she just vanished, leaving them a brief note, begging them to forget her and to get on with their life, but something about the note bothered them. It was just something in the way she phrased her words that struck them as being forced. They were convinced that something was amiss and that she mostly left the note and left them in order to protect them as that was ever her way. They were not sure what to do or even how to do it but they decided that it was time for them to step in and protect her no matter the cost, but they had no idea where she may have gone until recently. It was a while ago that she had disappeared, and he had spent that time searching for any clues as to her location, and had finally found a lead. He had recieved a strange vision from the Elder Ones, he was not sure which one, but it revealed to him information of where a ring belonging to his aunt Cardoña was and that it had been acquired via despicable means. The ring turned out to be at a merchant in Korvosa and what she was doing there and how she came to be there makes no sense to him yet, but the lead is the strongest one he has had. So, he had nothing left to do but to travel there to find out what he could and while he was greatly frustrated that he could not afford yet to purchase the ring back, the merchant had told him who they had bought the ring from; a man named Gaedren Lamm. Further investigation has shown that this Gaedren Lamm is a criminal and if they do not have his aunt Cardoña, then they will at least know something about where she is. The only problem is going to be finding this Gaedren Lamm as well as getting enough coin to buy back his aunt's ring. Although his aunt had chosen to become a Swashbuckling adventurer, she always encouraged him to seek his own path, and her support is the primary reason he chose to become a Void Seer of the Elder Ones in order to follow in his family tradition.